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Revamped race position
Should support ties for real now :V
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parent
94b1ce7ce3
commit
f985401ca4
1 changed files with 30 additions and 16 deletions
46
src/g_game.c
46
src/g_game.c
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@ -2764,7 +2764,8 @@ mapthing_t *G_FindRaceStart(INT32 playernum)
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{
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if (numcoopstarts)
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{
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INT32 i, pos = 0;
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UINT8 i;
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UINT8 pos = 0;
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// SRB2Kart: figure out player spawn pos from points
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if (!playeringame[playernum] || players[playernum].spectator)
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@ -2772,34 +2773,47 @@ mapthing_t *G_FindRaceStart(INT32 playernum)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (i == playernum)
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continue;
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if (!playeringame[i] || players[i].spectator)
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continue;
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if (players[i].score > players[playernum].score)
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pos++;
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if (i != 0)
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if (i == playernum)
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continue;
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if (players[i].score < players[playernum].score)
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{
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INT32 j;
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for (j = 0; j < i; j++) // I don't like loops in loops, but is needed to resolve ties :<
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UINT8 j;
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UINT8 num = 0;
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for (j = 0; j < MAXPLAYERS; j++) // I hate similar loops inside loops... :<
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{
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if (i == j)
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continue;
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if (!playeringame[j] || players[j].spectator)
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continue;
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if (players[i].score == players[j].score)
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pos++;
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if (j == playernum)
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continue;
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if (j == i)
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continue;
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if (players[j].score == players[i].score)
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num++;
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}
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if (num > 1) // found dupes
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pos++;
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}
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else
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{
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if (players[i].score > players[playernum].score || i < playernum)
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pos++;
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}
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}
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if (G_CheckSpot(playernum, playerstarts[pos % numcoopstarts]))
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return playerstarts[pos % numcoopstarts];
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// Your spot isn't available? Go for the old behavior
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// if there's 6 players in a map with 3 player starts, this spawns them 1/2/3/1/2/3.
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if (G_CheckSpot(playernum, playerstarts[playernum % numcoopstarts]))
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return playerstarts[playernum % numcoopstarts];
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// Your spot isn't available? Find whatever you can get first.
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for (i = 0; i < numcoopstarts; i++)
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{
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if (G_CheckSpot(playernum, playerstarts[i]))
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return playerstarts[i];
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}
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// SRB2Kart: We have solid players, so this behavior is less ideal.
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// Don't bother checking to see if the player 1 start is open.
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